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Master of the Planet - Main
File Size
86.731 MB
Jun 9 @ 5:14am
Jun 17 @ 6:48am
17 Change Notes ( view )

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Master of the Planet - Main

In 2 collections by Life-seeded
Life-seeded's mod pack
9 items
Master of the Planet Series
4 items

Stellaris 2.3.X Compatible

This mod adds followings depend on situation:
1 Relics
2 Ascension Perks
6 Planet Classes
2 Buildings
23 Districts
3 Technologies
7 Modifiers
25 Pop Jobs
1 Special Projects
7 Decisions

Main Features

1. Mining World - 4 Special Districts(Gestalt can make and use it)

2. Generator World - 4 Special Districts(Gestalt can make and use it) And 'Building Maintenance District' is changed into this[] because of balance.(job's upkeep is 0.4 strategy resources, not 1 strategy resources.)

3. Megafarm World - 3 Special Districts and 2 More Special Districts which are changed by Slavery Policy(Gestalt can make and use it)

4. Menagerie World - 1 City District and 2 Special Districts. And 1 More Special District which add jobs that only xeno can work in.(Gestalt can't use it normally. They

5. Commercial World - 1 Arcology District and 3 Special Districts

6. Fortress World - 1 City District and 3 Special District. And 2 Special Buildings. These buildings are very powerful in defense, but there are some penalties. If you build anti-bombardment shield, planet's modeling will change little.[]

Every time you first created a new planet(except ecumenopolis), you can get special country modifier(Does Not Stack). If you get all the special planets(include ecumenopolis), you can get special relic which has powerful effects.

Planet Shaper

This ascension perk issues special projects, which reinforce your planet's rural districts. If you finish special projects, your planet will get 1 more housing and 1 more special jobs.

And there are many things that are not mentioned here.


There's nothing yet.

But i'm making some events like shroud.

And I'm also going to make addon to some archaeological sites.


2.3.X Compatible, Save Game Compatible

Overwrited Vanila Files
Stellaris\common\districts\00_urban_districts.txt (all)
Stellaris\common\districts\02_rural_districts.txt (all)
Stellaris\common\decisions\02_special_decisions (about arcology projects)
Stellaris\common\game_rules (about can_orbital_bombard)
Stellaris\common\scripted_triggers\01_scripted_triggers_planet_killers.txt (all)
Stellaris\gfx\nterface\icons\ but compatible with Planetery Diversity)

It is compatible with !!District Overhaul mod. But now, Planet Shaper Ascension Perk will not work with that. Others are working well.[]

- Compatibility Patch List -

Planetary Diversity
Local Production

* English - need some helps in grammer. If you are interested in, please download my mod and go to workshop folder and find my mod. My mod's folder name is 'planetmastery'. And go to localisation file of mine, and check some grammer mistakes and send to me.
* Korean[한국어] - link for translation mod
* Japanese[日本語] - link for translation mod
If you have translated my mod, tell me. If you do that, I'll add yours in here.

Special Thanks
XVCV, maker of '!Unofficial Machine Intelligence DLC' Mod, for some planet models of this mod.
의사양반, for checking some korean localisation.
ZJK, for checking english localisation.
AL_Andersen, for japanese translation

And, if anyone wants to correct some localisation, please tell me. There might be some grammatical errors.
Popular Discussions View All (2)
7 hours ago
PINNED: Bug Reports
Jun 9 @ 5:30am
PINNED: Balance Issues
< >
Life-seeded  [author] 13 hours ago 
@the1sean it will work fine, just a few modifiers don't 100% work the way the should
the1sean 13 hours ago 
Im excited about the compatibility with Planetary Diversity and District Overhaul!

Does this conflict with Guilli's Planet Modifiers?
Life-seeded  [author] Jun 17 @ 3:46pm 
Oh, I deleted the comments by mistake. Anyway, if you use the District Overhaul, you just have to use without compability patch
Life-seeded  [author] Jun 17 @ 3:44pm 
@adamsrealm If you use district overhaul, don't use patch. I wrote this in compatibility patch mod.
Spirit Jun 16 @ 9:35am 
is it possible to add some lights to your planets ? they are really dark on the nightside
Life-seeded  [author] Jun 15 @ 7:34pm 
@Snackosaurus Rex pc_training
@Firkraag i don't know how to do that but i'll try that
@Gideon Falcon that's good idea. I'll try that
@AL_Andersen Thanks for your contribute. I'll add that.
AL_Andersen Jun 15 @ 6:33pm 
Hi, Life-seeded. Thank you for your cool mod.
I created Japanese localization patch.
I'm glad for you to allow upload following.

Thank you!
Gideon Falcon Jun 15 @ 6:16pm 
I would recommend making Fortress Planets have some option for faster Assault Army recruitment- as is, it doesn't necessarily protect other planets in the empire except from the extra Naval Capacity. You can make it work if you can have a Fortress Planet in every chokepoint system since it becomes more difficult to remove the FTL blocker, but that's only if you can reliably get chokepoints and reliably have habitable planets within them. Even then, it only works until somebody gets jump drives.
Firkraag Jun 15 @ 1:27pm 
Hey, thank you for this mod. It is really cool! One question, can you please make your planets keep rare deposits when the project finises? Like the 2.3 vanilla ecumenopolis?
Snackosaurus Rex Jun 15 @ 11:06am 
Whats the pc_code for the Fortess?